A game about forced loneliness, made by TACStudios
1using System.Diagnostics.CodeAnalysis;
2using Unity.Collections;
3using UnityEngine.Assertions;
4
5namespace UnityEngine.Rendering
6{
7 /// <summary>
8 /// A helper function for interpolating AnimationCurves together. In general, curves can not be directly blended
9 /// because they will have keypoints at different places. InterpAnimationCurve traverses through the keypoints.
10 /// If both curves have a keypoint at the same time, they keypoints are trivially lerped together. However
11 /// if one curve has a keypoint at a time that is missing in the other curve (which is the most common case),
12 /// InterpAnimationCurve calculates a synthetic keypoint at that time based on value and derivative, and interpolates
13 /// the resulting keys.
14 /// Note that this function should only be called by internal rendering code. It creates a small pool of animation
15 /// curves and reuses them to avoid creating garbage. The number of curves needed is quite small, since curves only need
16 /// to be used when interpolating multiple volumes together with different curve parameters. The underlying interp
17 /// function isn't allowed to fail, so in the case where we run out of memory we fall back to returning a single keyframe.
18 /// </summary>
19 ///
20 /// <example>
21 /// <code>
22 /// {
23 /// AnimationCurve curve0 = new AnimationCurve();
24 /// curve0.AddKey(new Keyframe(0.0f, 3.0f));
25 /// curve0.AddKey(new Keyframe(4.0f, 2.0f));
26 ///
27 /// AnimationCurve curve1 = new AnimationCurve();
28 /// curve1.AddKey(new Keyframe(0.0f, 0.0f));
29 /// curve1.AddKey(new Keyframe(2.0f, 1.0f));
30 /// curve1.AddKey(new Keyframe(4.0f, 4.0f));
31 ///
32 /// float t = 0.5f;
33 /// KeyframeUtility.InterpAnimationCurve(curve0, curve1, t);
34 ///
35 /// // curve0 now stores the resulting interpolated curve
36 /// }
37 /// </code>
38 /// </example>
39 public class KeyframeUtility
40 {
41 /// <summary>
42 /// Helper function to remove all control points for an animation curve. Since animation curves are reused in a pool,
43 /// this function clears existing keys so the curve is ready for reuse.
44 /// </summary>
45 /// <param name="curve">The curve to reset.</param>
46 static public void ResetAnimationCurve(AnimationCurve curve)
47 {
48 curve.ClearKeys();
49 }
50
51 static private Keyframe LerpSingleKeyframe(Keyframe lhs, Keyframe rhs, float t)
52 {
53 var ret = new Keyframe();
54
55 ret.time = Mathf.Lerp(lhs.time, rhs.time, t);
56 ret.value = Mathf.Lerp(lhs.value, rhs.value, t);
57 ret.inTangent = Mathf.Lerp(lhs.inTangent, rhs.inTangent, t);
58 ret.outTangent = Mathf.Lerp(lhs.outTangent, rhs.outTangent, t);
59 ret.inWeight = Mathf.Lerp(lhs.inWeight, rhs.inWeight, t);
60 ret.outWeight = Mathf.Lerp(lhs.outWeight, rhs.outWeight, t);
61
62 // it's not possible to lerp the weightedMode, so use the lhs mode.
63 ret.weightedMode = lhs.weightedMode;
64
65 // Note: ret.tangentMode is deprecated, so we will use the value from the constructor
66 return ret;
67 }
68
69 /// In an animation curve, the inTangent and outTangent don't match the edge of the curve. For example,
70 /// the first key might have inTangent=3.0f but the actual incoming tangent is 0.0 because the curve is
71 /// clamped outside the time domain. So this helper fetches a key, but zeroes out the inTangent of the first
72 /// key and the outTangent of the last key.
73 static private Keyframe GetKeyframeAndClampEdge([DisallowNull] NativeArray<Keyframe> keys, int index)
74 {
75 var lastKeyIndex = keys.Length - 1;
76 if (index < 0 || index > lastKeyIndex)
77 {
78 Debug.LogWarning("Invalid index in GetKeyframeAndClampEdge. This is likely a bug.");
79 return new Keyframe();
80 }
81
82 var currKey = keys[index];
83 if (index == 0)
84 {
85 currKey.inTangent = 0.0f;
86 }
87 if (index == lastKeyIndex)
88 {
89 currKey.outTangent = 0.0f;
90 }
91 return currKey;
92 }
93
94 /// Fetch a key from the keys list. If index<0, then expand the first key backwards to startTime. If index>=keys.length,
95 /// then extend the last key to endTime. Keys must be a valid array with at least one element.
96 static private Keyframe FetchKeyFromIndexClampEdge([DisallowNull] NativeArray<Keyframe> keys, int index, float segmentStartTime, float segmentEndTime)
97 {
98 float startTime = Mathf.Min(segmentStartTime, keys[0].time);
99 float endTime = Mathf.Max(segmentEndTime, keys[keys.Length - 1].time);
100
101 float startValue = keys[0].value;
102 float endValue = keys[keys.Length - 1].value;
103
104 // In practice, we are lerping animcurves for post processing curves that are always clamping at the begining and the end,
105 // so we are not implementing the other wrap modes like Loop, PingPong, etc.
106 Keyframe ret;
107 if (index < 0)
108 {
109 // when you are at a time either before the curve start time the value is clamped to the start time and the input tangent is ignored.
110 ret = new Keyframe(startTime, startValue, 0.0f, 0.0f);
111 }
112 else if (index >= keys.Length)
113 {
114 // if we are after the end of the curve, there slope is always zero just like before the start of a curve
115 var lastKey = keys[keys.Length - 1];
116 ret = new Keyframe(endTime, endValue, 0.0f, 0.0f);
117 }
118 else
119 {
120 // only remaining case is that we have a proper index
121 ret = GetKeyframeAndClampEdge(keys, index);
122 }
123 return ret;
124 }
125
126
127 /// Given a desiredTime, interpoloate between two keys to find the value and derivative. This function assumes that lhsKey.time <= desiredTime <= rhsKey.time,
128 /// but will return a reasonable float value if that's not the case.
129 static private void EvalCurveSegmentAndDeriv(out float dstValue, out float dstDeriv, Keyframe lhsKey, Keyframe rhsKey, float desiredTime)
130 {
131 // This is the same epsilon used internally
132 const float epsilon = 0.0001f;
133
134 float currTime = Mathf.Clamp(desiredTime, lhsKey.time, rhsKey.time);
135
136 // (lhsKey.time <= rhsKey.time) should always be true. But theoretically, if garbage values get passed in, the value would
137 // be clamped here to epsilon, and we would still end up with a reasonable value for dx.
138 float dx = Mathf.Max(rhsKey.time - lhsKey.time, epsilon);
139 float dy = rhsKey.value - lhsKey.value;
140 float length = 1.0f / dx;
141 float lengthSqr = length * length;
142
143 float m1 = lhsKey.outTangent;
144 float m2 = rhsKey.inTangent;
145 float d1 = m1 * dx;
146 float d2 = m2 * dx;
147
148 // Note: The coeffecients are calculated to match what the editor does internally. These coeffeceients expect a
149 // t in the range of [0,dx]. We could change the function to accept a range between [0,1], but then this logic would
150 // be different from internal editor logic which could cause subtle bugs later.
151
152 float c0 = (d1 + d2 - dy - dy) * lengthSqr * length;
153 float c1 = (dy + dy + dy - d1 - d1 - d2) * lengthSqr;
154 float c2 = m1;
155 float c3 = lhsKey.value;
156
157 float t = Mathf.Clamp(currTime - lhsKey.time, 0.0f, dx);
158
159 dstValue = (t * (t * (t * c0 + c1) + c2)) + c3;
160 dstDeriv = (t * (3.0f * t * c0 + 2.0f * c1)) + c2;
161 }
162
163 /// lhsIndex and rhsIndex are the indices in the keys array. The lhsIndex/rhsIndex may be -1, in which it creates a synthetic first key
164 /// at startTime, or beyond the length of the array, in which case it creates a synthetic key at endTime.
165 static private Keyframe EvalKeyAtTime([DisallowNull] NativeArray<Keyframe> keys, int lhsIndex, int rhsIndex, float startTime, float endTime, float currTime)
166 {
167 var lhsKey = KeyframeUtility.FetchKeyFromIndexClampEdge(keys, lhsIndex, startTime, endTime);
168 var rhsKey = KeyframeUtility.FetchKeyFromIndexClampEdge(keys, rhsIndex, startTime, endTime);
169
170 float currValue;
171 float currDeriv;
172 KeyframeUtility.EvalCurveSegmentAndDeriv(out currValue, out currDeriv, lhsKey, rhsKey, currTime);
173
174 return new Keyframe(currTime, currValue, currDeriv, currDeriv);
175 }
176
177
178 /// <summary>
179 /// Interpolates two AnimationCurves. Since both curves likely have control points at different places
180 /// in the curve, this method will create a new curve from the union of times between both curves. However, to avoid creating
181 /// garbage, this function will always replace the keys of lhsAndResultCurve with the final result, and return lhsAndResultCurve.
182 /// </summary>
183 /// <param name="lhsAndResultCurve">The start value. Additionaly, this instance will be reused and returned as the result.</param>
184 /// <param name="rhsCurve">The end value.</param>
185 /// <param name="t">The interpolation factor in range [0,1].</param>
186 static public void InterpAnimationCurve(ref AnimationCurve lhsAndResultCurve, [DisallowNull] AnimationCurve rhsCurve, float t)
187 {
188 if (t <= 0.0f || rhsCurve.length == 0)
189 {
190 // no op. lhsAndResultCurve is already the result
191 }
192 else if (t >= 1.0f || lhsAndResultCurve.length == 0)
193 {
194 // In this case the obvious solution would be to return the rhsCurve. BUT (!) the lhsCurve and rhsCurve are different. This function is
195 // called by:
196 // stateParam.Interp(stateParam, toParam, interpFactor);
197 //
198 // stateParam (lhsCurve) is a temporary in/out parameter, but toParam (rhsCurve) might point to the original component, so it's unsafe to
199 // change that data. Thus, we need to copy the keys from the rhsCurve to the lhsCurve instead of returning rhsCurve.
200 lhsAndResultCurve.CopyFrom(rhsCurve);
201 }
202 else
203 {
204 // Note: If we reached this code, we are guaranteed that both lhsCurve and rhsCurve are valid with at least 1 key
205
206 // create a native array for the temp keys to avoid GC
207 var lhsCurveKeys = new NativeArray<Keyframe>(lhsAndResultCurve.length, Allocator.Temp);
208 var rhsCurveKeys = new NativeArray<Keyframe>(rhsCurve.length, Allocator.Temp);
209
210 for (int i = 0; i < lhsAndResultCurve.length; i++)
211 {
212 lhsCurveKeys[i] = lhsAndResultCurve[i];
213 }
214
215 for (int i = 0; i < rhsCurve.length; i++)
216 {
217 rhsCurveKeys[i] = rhsCurve[i];
218 }
219
220 float startTime = Mathf.Min(lhsCurveKeys[0].time, rhsCurveKeys[0].time);
221 float endTime = Mathf.Max(lhsCurveKeys[lhsAndResultCurve.length - 1].time, rhsCurveKeys[rhsCurve.length - 1].time);
222
223 // we don't know how many keys the resulting curve will have (because we will compact keys that are at the exact
224 // same time), but in most cases we will need the worst case number of keys. So allocate the worst case.
225 int maxNumKeys = lhsAndResultCurve.length + rhsCurve.length;
226 int currNumKeys = 0;
227 var dstKeys = new NativeArray<Keyframe>(maxNumKeys, Allocator.Temp);
228
229 int lhsKeyCurr = 0;
230 int rhsKeyCurr = 0;
231
232 while (lhsKeyCurr < lhsCurveKeys.Length || rhsKeyCurr < rhsCurveKeys.Length)
233 {
234 // the index is considered invalid once it goes off the end of the array
235 bool lhsValid = lhsKeyCurr < lhsCurveKeys.Length;
236 bool rhsValid = rhsKeyCurr < rhsCurveKeys.Length;
237
238 // it's actually impossible for lhsKey/rhsKey to be uninitialized, but have to
239 // add initialize here to prevent compiler erros
240 var lhsKey = new Keyframe();
241 var rhsKey = new Keyframe();
242 if (lhsValid && rhsValid)
243 {
244 lhsKey = GetKeyframeAndClampEdge(lhsCurveKeys, lhsKeyCurr);
245 rhsKey = GetKeyframeAndClampEdge(rhsCurveKeys, rhsKeyCurr);
246
247 if (lhsKey.time == rhsKey.time)
248 {
249 lhsKeyCurr++;
250 rhsKeyCurr++;
251 }
252 else if (lhsKey.time < rhsKey.time)
253 {
254 // in this case:
255 // rhsKey[curr-1].time <= lhsKey.time <= rhsKey[curr].time
256 // so interpolate rhsKey at the lhsKey.time.
257 rhsKey = KeyframeUtility.EvalKeyAtTime(rhsCurveKeys, rhsKeyCurr - 1, rhsKeyCurr, startTime, endTime, lhsKey.time);
258 lhsKeyCurr++;
259 }
260 else
261 {
262 // only case left is (lhsKey.time > rhsKey.time)
263 Assert.IsTrue(lhsKey.time > rhsKey.time);
264
265 // this is the reverse of the lhs key case
266 // lhsKey[curr-1].time <= rhsKey.time <= lhsKey[curr].time
267 // so interpolate lhsKey at the rhsKey.time.
268 lhsKey = KeyframeUtility.EvalKeyAtTime(lhsCurveKeys, lhsKeyCurr - 1, lhsKeyCurr, startTime, endTime, rhsKey.time);
269 rhsKeyCurr++;
270 }
271 }
272 else if (lhsValid)
273 {
274 // we are still processing lhsKeys, but we are out of rhsKeys, so increment lhs and evaluate rhs
275 lhsKey = GetKeyframeAndClampEdge(lhsCurveKeys, lhsKeyCurr);
276
277 // rhs will be evaluated between the last rhs key and the extrapolated rhs key at the end time
278 rhsKey = KeyframeUtility.EvalKeyAtTime(rhsCurveKeys, rhsKeyCurr - 1, rhsKeyCurr, startTime, endTime, lhsKey.time);
279
280 lhsKeyCurr++;
281 }
282 else
283 {
284 // either lhsValid is True, rhsValid is True, or they are both True. So to miss the first two cases,
285 // right here rhsValid must be true.
286 Assert.IsTrue(rhsValid);
287
288 // we still have rhsKeys to lerp, but we are out of lhsKeys, to increment rhs and evaluate lhs
289 rhsKey = GetKeyframeAndClampEdge(rhsCurveKeys, rhsKeyCurr);
290
291 // lhs will be evaluated between the last lhs key and the extrapolated lhs key at the end time
292 lhsKey = KeyframeUtility.EvalKeyAtTime(lhsCurveKeys, lhsKeyCurr - 1, lhsKeyCurr, startTime, endTime, rhsKey.time);
293
294 rhsKeyCurr++;
295 }
296
297 var dstKey = KeyframeUtility.LerpSingleKeyframe(lhsKey, rhsKey, t);
298 dstKeys[currNumKeys] = dstKey;
299 currNumKeys++;
300 }
301
302 // Replace the keys in lhsAndResultCurve with our interpolated curve.
303 KeyframeUtility.ResetAnimationCurve(lhsAndResultCurve);
304 for (int i = 0; i < currNumKeys; i++)
305 {
306 lhsAndResultCurve.AddKey(dstKeys[i]);
307 }
308
309 dstKeys.Dispose();
310 }
311 }
312 }
313}